Having flown the Mobius for a while, I found it -- surprisingly -- difficult to come up with a good boff layout for my Wells Temporal Science Vessel. For one, because I'm an engineer (who just recently respecced a bit for sci); but primariy, I think, because the boff layout is simply a bit problematic by itself.

The Ensign Engineering Station allows for only thing, really: EPtS1. Now, I could have easily put another EPtS1 in the Lt. Commander Universal Station ensign slot, but that would undercut the effectiveness of EPtA2 (3x EPtS skills competing with each other, whereas 2 is just fine, for a chain). And I really wanted EPtA2 too. After all, I'm in a science vessel, so my usual low aux power level simply won't do. So, I added two purple damage control doffs that shorten the recharge time between EPtX skils (and Photonic Officer 1 helps too). And I'm rather pleased with the result: my aux levels are now at max almost constantly! (with only a few seconds for it to lower a bit). And, because of the shortened recharge time, I don't really miss the second EPtS1 either (especially not with the 2x TSS1 running concurrently).

Now for science. At first I had Tyken's rift. It shares a cooldown with GW3, though (and I definitely wanted the uninterrupted latter). So, I went with Energy Siphon 2. I wanted Tachyon beam 3 there too, but ppl told me it's crap.

I also added a gravimetric scientist doff, to create an extra GW aftershock, and a purple warp corp engineer for improved power levels on use of an EPtX skill.

also your skilltree is way too overloaded with 9 point skills. 6 in most of them is sufficent and lets you keep some for aux performance for instance and others.
Also phasers and antiproton mixing (or is that from the temporal set)? if you fully skill flow capacitator get some polarons/tetryons/polarzed disruptors or so use that synergy.

Your Engineering Team 1 will conflict with the cooldown of your Tactical Team 1 and 2.

Yep, that is always an unfortunate side-effect of chaining TT. ET1 doesn't do much good, anyway.

Quote:

Something has to give, and I think it should be Engineering Team. Replace it with Emergency Power to Shields I.

Replace Direct Energy Modulation 2 (it won't be much help to you) with Emergency Power to Auxiliary 3.

Replace Tactical Team 2 with either Beam Overload 2 or Fire at Will 2.

Finally, replace your two purple damage control doffs with two purple conn duty officers (tactical team version shortens the recharge time).

Making these changes will enable you to have Emergency Power to Shields, Emergency Power to Auxiliary, and Tactical Team running all the time,

I, too, am an Engineer.

Hmm, I don't see how you can run 2x EPtS and 2x EPtA concurrently, as they all share the same cooldown. I.e.: it will work for 2x EPtS, and 2x TT1. But I don''t see how I could possibly squeeze 2x EPtA in the mix as well.

Thanks for your advice! :) I couldn't bring myself to go all tactical again, like I did on the Mobius (with 3 tact stations, even), but I nonetheless followed a few of your very useful suggestions. Since i still didn't want to lose my 'always aux at 100' setup, I kept the dual EPtX chain, and eventually wound up with this:

well, I have a different buld for my wells (and sci captain).. All I wanted was a science ship with some dps and abilities to debuff enemies and heal teammates... so at the moment this is my build (for pve):

moreover I use 2 purple conn officer (TT version) to reduce at 15sec the TT cooldown

this way I have high shield's regeneration rate and thanks to TT, the 2 conn officer and TSS the ship rcan tank for a while. My only problem is the shared cooldown between TT and ET... but ET is still usefull.

well, I have a different buld for my wells (and sci captain).. All I wanted was a science ship with some dps and abilities to debuff enemies and heal teammates... so at the moment this is my build (for pve):

moreover I use 2 purple conn officer (TT version) to reduce at 15sec the TT cooldown

this way I have high shield's regeneration rate and thanks to TT, the 2 conn officer and TSS the ship rcan tank for a while. My only problem is the shared cooldown between TT and ET... but ET is still usefull.

It's hard to work a beam overload build + pure sci, as you're going to have to choose between either (near) max aux or max weps power.

Also, THY1, THY2? THY1 isn't that good, really; but, more importantly, if you're going to be using a second tact boff, the ensign slot should really just contain 'the other' TT1. Save yourself 2 doffs in the process.